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Posted

Hey Chief, here's a curious one.

This mod here: https://craftian.itch.io/ezpg - Log File: https://zerobin.net/?72bae8f69b0d294a#+WvpJRUFBirMo9cLww/qCeBOWIHy66afXaipI2PYdMU=

It has some interesting features, however, when looking at the records, we see other similar records that use cot_disable[NPC_Name] we can see that even those scripts don't exist and they avoid using "initially disabled" but don't appear in the list of errors. Why is this disable_flies the only one and not the others?

Also, feel free to add DynDOLOD TexGen Fixes into other areas that are worked on from my description, because I do include Root Block, Texture Resolution, Potential Wild Edit, Duplicate Cell, File Not Found Scripts and most recently Reference Attached to Wrong Cell error resolves in my mod. Anyway, hope to hear back :)

Mattski123

Posted
6 hours ago, mattski123 said:

Hey Chief, here's a curious one.

This mod here: https://craftian.itch.io/ezpg - Log File: https://zerobin.net/?72bae8f69b0d294a#+WvpJRUFBirMo9cLww/qCeBOWIHy66afXaipI2PYdMU=

It has some interesting features, however, when looking at the records, we see other similar records that use cot_disable[NPC_Name] we can see that even those scripts don't exist and they avoid using "initially disabled" but don't appear in the list of errors. Why is this disable_flies the only one and not the others?

Also, feel free to add DynDOLOD TexGen Fixes into other areas that are worked on from my description, because I do include Root Block, Texture Resolution, Potential Wild Edit, Duplicate Cell, File Not Found Scripts and most recently Reference Attached to Wrong Cell error resolves in my mod. Anyway, hope to hear back :)

Mattski123

The zerobin link does not show any log files... That seems to be the summary for an error message.

What are the other records?

https://dyndolod.info/Messages#Warning-and-Error-Messages
It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD.

Posted
On 1/15/2026 at 2:52 AM, sheson said:

https://dyndolod.info#DynDOLOD-3-Alpha
This website and DynDOLOD 3 are currently an ALPHA version to test things and iron out bugs.
Pay attention to all instructions and information on this website and to all log messages and prompts from the tools.

Also read the disclaimer I put at the bottom of pages and docs.

Text under the Select Output Path in TexGen:
To avoid overwriting or deleting existing files, set the output path to a dedicated directory outside of the game and mod manager folders.

https://dyndolod.info/Help/TexGen#Select-Output-Path
Creating an archive will clean the dedicated output folder while all relevant files are packed into the zip file.

https://dyndolod.info/Generation-Instructions#1-Generate-The-Required-LOD-Assets-with-TexGen
Creating an archive will clean the dedicated output folder while all relevant files are packed into the zip file.

Verify that the latest test version from https://dyndolod.info/Downloads/Test-Versions is more idiot proof until they invent a better idiot.

Works perfectly.

Posted (edited)
14 hours ago, sheson said:

The zerobin link does not show any log files... That seems to be the summary for an error message.

What are the other records?

https://dyndolod.info/Messages#Warning-and-Error-Messages
It only checks records and assets that are potentially eligible for LOD or which are used by records or assets eligible for LOD.

Sorry here's the logs: https://limewire.com/d/TLQSf#MRMGqzkgiy

Also upon further investigation, it seems that "Flies" is the only Placed NPC starting with Citizens_ under " [05] ezPG.esp (288F2238) \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \" that has a package and activator as referenced by. But yet all the other NPCs have CoT_Disable[NPC_Name] in their script name, yet none of those scripts point to anywhere that actually exists. And Flies is the only one with the initially disabled flag. So what's the cause of this being the only one appearing?

Also, what are the issues that can happen in game IF a Reference is Attached to the Wrong Cell?

Edited by mattski123
Adding an extra question
Posted
4 hours ago, mattski123 said:

Sorry here's the logs: https://limewire.com/d/TLQSf#MRMGqzkgiy

Also upon further investigation, it seems that "Flies" is the only Placed NPC starting with Citizens_ under " [05] ezPG.esp (288F2238) \ Worldspace \ 0000003C <Tamriel> \ 00000D74 \ Persistent \" that has a package and activator as referenced by. But yet all the other NPCs have CoT_Disable[NPC_Name] in their script name, yet none of those scripts point to anywhere that actually exists. And Flies is the only one with the initially disabled flag. So what's the cause of this being the only one appearing?

Also, what are the issues that can happen in game IF a Reference is Attached to the Wrong Cell?

What are the form IDs of the other records? Since you mentioned placed NPCs, they are not eligible for LOD.

Error: File not found scripts\cot_disableflies.pex ezPG.esp [REFR:3E149E05] (Places CoT_FliesWE [ACTI:3E149E04] in [CELL:000075E1] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,-2))>
The reported reference defines an ACTIvator as base record.

https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell
This causes issue with the reference loading or unloading at the wrong distances depending on the cell being attached or detached.

Posted (edited)
2 hours ago, sheson said:

What are the form IDs of the other records? Since you mentioned placed NPCs, they are not eligible for LOD.

Error: File not found scripts\cot_disableflies.pex ezPG.esp [REFR:3E149E05] (Places CoT_FliesWE [ACTI:3E149E04] in [CELL:000075E1] (in Tamriel "Skyrim" [WRLD:0000003C] at -33,-2))>
The reported reference defines an ACTIvator as base record.

https://dyndolod.info/Messages/Reference-Attached-to-Wrong-Cell
This causes issue with the reference loading or unloading at the wrong distances depending on the cell being attached or detached.

Great, that's all I need thanks :)

 

Also, regarding reference loading/unloading can you give an example for how that would look/glitch/ctd in game? I imagine it wouldn't ctd from my guess.

Edited by mattski123
added extra question
Posted

DynDOLOD was terminated early with an Access Violation. I wrote it down to remember what it was...

Spoiler

(and now I'm posting it remember I could have used PrtSc to screenshot it. Why am I always running DynDOLOD at 2am?)

Checking for errors failed Access violation at address 0000000001EE49C2 in module 'DynDOLODx64.exe' (offset F249C2).

Read of address 0000000000000000 for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_S|TreasManiaChest "Chest" [CONT:0F04808F]

I'm running DynDOLOD again to remove ENB and ENB support mods. This time with Dyndolod 3.00-68418-Alpha-198 and the updated DynDOLOD Resources SE. Skyrim Extended Cut - Saints and Seducers has not been updated and had gone through DynDOLOD generation in the past.

DynDOLOD Access Violation.7z DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug.log.txt bugreport.txt and crash-2026-01-17-07-02-16.log

While the DynDOLOD was being generated there was only FireFox with a Discord page, a couple of STEP pages and a couple of Nexus pages open up. MO2 and Notepad. After the Access Violation shut down DynDOLOD I checked memory in Windows Task Manager as the DynDOLOD Exceptions page instructs and ~27% was in use.

I've included the crash report log from a couple days ago because it is also an access violation that came up while Skyrim was loaded. It suggests that it was Occlusion.esp modified by Vanilla Landscape Corrections.esp. I thought it was odd and I had been adjusting mods in preparation for the new load but as it was an Access Violation I ran a basic test with the Windows Memory Diagnostic Tool yesterday, it came up clear but now there has been another I'm not so sure... Also I've always been nervous that the Raptor Lake degradation would catch up with my i5 so it might be that I too confused to work it out myself now. :confused:

 

Posted
8 hours ago, mattski123 said:

Great, that's all I need thanks :)

Also, regarding reference loading/unloading can you give an example for how that would look/glitch/ctd in game? I imagine it wouldn't ctd from my guess.

A full model that does not load when it should means there might be nothing showing at all. A full model that has LOD representation and shows when it shouldn't might means the full model and its LOD show at the same time.

Posted
2 hours ago, Bushranger said:

DynDOLOD was terminated early with an Access Violation. I wrote it down to remember what it was...

Checking for errors failed Access violation at address 0000000001EE49C2 in module 'DynDOLODx64.exe' (offset F249C2).

Read of address 0000000000000000 for Skyrim Extended Cut - Saints and Seducers.esp EC_SS_S|TreasManiaChest "Chest" [CONT:0F04808F]

I'm running DynDOLOD again to remove ENB and ENB support mods. This time with Dyndolod 3.00-68418-Alpha-198 and the updated DynDOLOD Resources SE. Skyrim Extended Cut - Saints and Seducers has not been updated and had gone through DynDOLOD generation in the past.

DynDOLOD Access Violation.7z DynDOLOD_SSE_log.txt DynDOLOD_SSE_Debug.log.txt bugreport.txt and crash-2026-01-17-07-02-16.log

While the DynDOLOD was being generated there was only FireFox with a Discord page, a couple of STEP pages and a couple of Nexus pages open up. MO2 and Notepad. After the Access Violation shut down DynDOLOD I checked memory in Windows Task Manager as the DynDOLOD Exceptions page instructs and ~27% was in use.

I've included the crash report log from a couple days ago because it is also an access violation that came up while Skyrim was loaded. It suggests that it was Occlusion.esp modified by Vanilla Landscape Corrections.esp. I thought it was odd and I had been adjusting mods in preparation for the new load but as it was an Access Violation I ran a basic test with the Windows Memory Diagnostic Tool yesterday, it came up clear but now there has been another I'm not so sure... Also I've always been nervous that the Raptor Lake degradation would catch up with my i5 so it might be that I too confused to work it out myself now. :confused:

 

Is the access violation repeatable and always the same record?
In that case, check and report which plugin is the last to overwrite the reported record 0F04808F. Error check the plugin with xEdit. Report results.

https://dyndolod.info/FAQ#ILS-or-CTD
The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem.
It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.

The crash log shows a crash to about pathing which hints at a navmesh problem. Occlusion.esp has nothing to do with navmeshes or pathing.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

Posted
44 minutes ago, sheson said:

A full model that does not load when it should means there might be nothing showing at all. A full model that has LOD representation and shows when it shouldn't might means the full model and its LOD show at the same time.

Thanks for your help!

Posted
On 1/4/2026 at 11:23 AM, sheson said:

The debug log shows that Level32 was not set. If you installed ACMOS with the uLockedObjectMapLOD=32 INI setting option, that might be the reason.
For quick test, you could change  the INI setting back to 16. If that make object LOD appear again, then generate new output with the Level32 checkbox checked.

Hey sheson, sorry for bothering you again. After ticking Level32, it works now. ACMOS has a setting in the ini in which uLockedObjectMapLOD=32 is set, thank you for that. Anyway, I'm encountering a new issue using Season of Skyrim, especially with the snow.

With Dyndolod, Occlusion esm/esp enabled, the road snow seems to be gone during winter:
With esm/esp enabled With esm/esp enabled

 

But with those disabled:

with the esm/esp disabled with the esm/esp disabled


Here is the logs folder, hopefully the link works for you:
https://drive.google.com/drive/folders/1jbX79FJaMQZ86ALTlfbgZlT2xtfvKb3b?usp=sharing
 

Thanks again.

Posted
34 minutes ago, Sham111111 said:

Hey sheson, sorry for bothering you again. After ticking Level32, it works now. ACMOS has a setting in the ini in which uLockedObjectMapLOD=32 is set, thank you for that. Anyway, I'm encountering a new issue using Season of Skyrim, especially with the snow.

Here is the logs folder, hopefully the link works for you:
https://drive.google.com/drive/folders/1jbX79FJaMQZ86ALTlfbgZlT2xtfvKb3b?usp=sharing

Thanks again.

Post useful screenshots of the full models with more informative console as explained in https://dyndolod.info/Official-DynDOLOD-Support-Forum#In-Game-Screenshots

Make sure DynDOLOD was generated for the current load order of mods and plugins.

Posted
18 hours ago, sheson said:

Is the access violation repeatable and always the same record?
In that case, check and report which plugin is the last to overwrite the reported record 0F04808F. Error check the plugin with xEdit. Report results.

https://dyndolod.info/FAQ#ILS-or-CTD
The DynDOLOD and Occlusion plugins might show up in crash logs a lot, since they are typically the plugins last to overwrite worldspace and cell records, so careful reading and interpretation of the stacks and registers etc. might be required to identify the actual cause of the problem.
It is very unlikely for Occlusion.esp to cause crashes by itself. It is created by copying worldspace and cell records from the winning plugins before it, then update the TVDT Occlusion data which itself can not really cause crashes.

The crash log shows a crash to about pathing which hints at a navmesh problem. Occlusion.esp has nothing to do with navmeshes or pathing.

https://dyndolod.info/Official-DynDOLOD-Support-Forum#Copy-and-Paste-Text

I hadn't thought to run DynDOLOD again to see if it was repeatable. I probably should have done that so I ran it again this morning, I noticed that Worldspace Transition Tweaks had been updated to fix the references attached to wrong cells so I downloaded the new version (instead of using the edits I'd made) and I also redownloaded Skyrim Extended Cut - Saints and Seducers which is what the access violation mentioned just in case that had been corrupted. This mornings DynDOLOD generation completed so that's a relief about the access violation, still a little nervous about my hardware though... The crash log may show a crash about pathing but it crashed after I got onto the carriage for a ride to Winterhold.

WTT - Skyrim To Solstheim's update is good as it has no more references attached to the wrong cell, but it's odd that Skyrim Extended Cut - Saints and Seducers now did show 2 references attached to the wrong cell. It hasn't been updated since I last downloaded a copy and before it just had the missing textures which is a known issue - why I also use DynDOLOD TexGen Fixes. I'm a little nervous to apply the script in xEdit and run DynDOLOD again for these two misplaced references... everything else seems to be working now.

Posted
On 1/19/2026 at 10:00 PM, z929669 said:

Just reporting that Alpha 198 works flawlessly against the Step dev build.

Ty for that information (Sheson, sry for going a bit OT). I have just reinstalled SSE from scratch and installing Step 2.4 atm. About to precache grass tomorrow and then run DynDOLOD:)

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